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Stevens
DarkStar 1 GoonSwarm
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Posted - 2008.08.02 02:41:00 -
[1]
Here is a new requirement we need: Only people who have spent a serious amount of time living in 0.0 can propose changes to the way 0.0 warfare works.
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Stevens
DarkStar 1 GoonSwarm
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Posted - 2008.08.02 21:09:00 -
[2]
Originally by: J Kunjeh Why does it not surprise me that the Goons are against this idea?
Maybe because we have spent years more than you in 0.0 and know what the real issues are unlike the OP and yourself.
Originally by: Karol Octavia
Originally by: J Kunjeh Why does it not surprise me that the Goons are against this idea?
Heh goons are doing well with the current balance of power they don't want to fight for their moonz.
Because you know we hold like 8 regions which 90% of the systems are shit compared to high sec mission running. This is the core issue that Alliances need massive amounts of space to get space decent enough to live in. If you reduce the space people need to live (make it more worthwhile which I can't see any reason it shouldn't be more worthwhile than highsec missions) and make POS more like small Outposts it would easily allow smaller corporations the ability to live in 0.0.
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Stevens
Deep Core Mining Inc.
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Posted - 2008.08.07 03:10:00 -
[3]
They are several very simple solutions that have been brought up and casually ignored by jade and co because they dont make life easier for them.
I honestly don't believe Kelsin or Jade has ever lived in 0.0 for an extended period of time if they are seriously suggesting that a small gang of people should be able to disrupt a sovereign alliance.
There are so many inherent flaws with their proposal its mind boggling the Goons and BoB agree about it yet they continue to strut this idea like its perfect.
We could compare soverign 0.0 alliances to NPC factions. They have gun emplacements on stargates to prevent small invasions. If you want to allow a small gang to attempt to contest Sov maybe there should be guns there that people could man to oppose them more effectively. This change not only removes any defender advantage that should be gained it actually gives the attacker an advantage.
24 48 or 72 hours for sov and then back to neutral. You intend for an alliance to have to patrol their entire space every (3) day to make sure not a single gate has been contested with no benefit of having to do such a task other than looking pretty on the map. The benefits of 0.0 hardly out weigh the difficulty of holding it let alone justify putting more meaningless tasks for the players to perform.
Some of the good suggestions would include:
Splitting up POS attacks to require multiple grids at once. It doesn't reduce the blobs required to do it but at least changes them all having to be on the same grid at once to succeed.
Making POS more like small outposts to allow smaller alliances/corporations the ability to establish a foothold. The biggest issue for small corps is that they cant move out and set up base without using NPC outposts or renting space. The requirement for outposts is one of the biggest barriers of entry to 0.0 at this time.
Making it worth smaller alliances/corporations time to even come out to 0.0. Right now besides the lowest true sec systems and the rarest moons 0.0 has nothing to offer. Last I counted there were 24 -1.0 systems in the whole game so maybe a few hundred that could produce money at the same rate as level 4 missions in high sec (ignoring the safety issue). Moons are more often run by alliances than single players to help fund the alliance so you can hardly count those for individuals let alone the small alliance trying to start out. High end asteroids are starting to move back up in the market but they are still a long way off the original base values (obviously everything is more expensive but comparitevely) ccp placed in the game.
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Stevens
Deep Core Mining Inc.
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Posted - 2008.08.07 03:33:00 -
[4]
Originally by: NanDe YaNen
Originally by: Stevens
Some of the good suggestions would include:
Splitting up POS attacks to require multiple grids at once. It doesn't reduce the blobs required to do it but at least changes them all having to be on the same grid at once to succeed.
Answered the first suggestion very handily in my previous post.
Implement POS satellite structures off-grid that can be repped or attacked to hinder or expedite the progress of reinforcing/destroying the tower. This would allow attackers and defenders to keep forcing each other to move back and forth to locations simultaneously during the battle and make it so that one main blob cannot simply sit on the POS as effectively and a well coordinated mobile force can apply more forces where required with trade-offs for splitting up that make it not the voluntary "I'm divided! Conquer me!" action that it is now.
Likely during a large battle part of the force would try to remain hidden and defeat would mean outmaneuvering the committed forces and forcing the other side to play their hand and give up any surprise advantage.
On the flip-side, taking advantage of an attacker could mean instead making swift attacks against their own infrastructure while they were mobilized with the goal of creating more disruption at home than could be caused against a single POS being dropped into reinforced.
These would be very healthy changes to Sov warfare. Tempted to push the ideas in a separate thread if they are so counter to the OP.
I am sure many 0.0 entities would support this so I highly recommend it.
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